So I’ve been playing a lot of Persona 4 Golden lately. Probably a bit too much. (I might possibly be writing this article at 6:45 AM after not sleeping all night because I need to meet deadlines and I got a bit too distracted).

So when I was looking for a new tutorial, I was drawn to a nice “quality of life” mechanic that P4G had in it: When travelling around in the non-dungeon parts, you can push square to bring up a menu of locations rather than having to manually walk to them.

It sped up moving from place to place, it didn’t make the game easier, it just made the game take less time to do routine stuff.

So I rebuilt that in RPG Maker MV.


I did handle it a bit different in my demo. Here is how my version works:

  1. If you are outside in the town, pressing PageUp will bring up the travel menu, giving you the option of buildings to travel into.
  2. If you are inside a building in the town, pressing PageUp takes you right outside that building.

I also want to do this in a way that it is the easiest to implement in each town. This means moving everything I can to Common Events. As with all eventing tutorials, this may or may not be the most efficient way to do this. There are always plenty of alternate ways to do these. But this is the way I did it, and it works.

To do this I’m going to make 3 common events, 1 Parallel Processing event on the town map, and then an alteration to the transfer events going into and out of the buildings.

The first thing I wanted to do was build a single common event that works whenever you are inside to check if you are pressing the PageUp Button. Why a Common Event rather than just putting an Event on the map? This way I don’t need to copy the event to every map. I just need to have the transfer events into the buildings turn on a Switch to turn the Common Event on, and when you leave, to turn it off.

So what is in this Common Event?


… Another Common Event.

Ok, I know that seems weird, but bare with me here. If we set things up where all of that is handled by the Return event, we can also have the ACTUAL exit to the building also just call the Return Common Event.


Literally, this is the entire event for the exit of the buildings. That is it. But what is in that Common Event?

…That is getting ahead of myself. First, if I’m going to do all exits with one common event, that means that I’m going to have to have stored the information on where the exit goes to!

All of my entrances are entered from below the transfer event. So the easy way to do it is to store that information is just to store the Map ID, the Player X, the Player Y into three variables, then add 1 to the Player Y variable. This will place the coordinates to 1 south of where the player is. Adding this in before the player transfers inside will create an easy, repeatable event that will automatically grab the correct spot. We can throw this in another Common Event, and every single entrance event can have it called before transferring in.


It’s that easy. Make a Quick Event Transfer, throw in the Common Event call.

So now, let’s look at the Set Return Point Common Event:


As you can see, I also went ahead and added the Switch to turn on our Button Check Common Event.

And now, we finally have the context to understand the Return Common Event!

ReturnThis is a combination of 3 things

  1. A standard Quick Event Transfer using the Variables you stored as the location.
  2. Turning off the Button Check Switch.
  3. Zeroing out all your Return Coordinate Variables.

With what we have now, we can now click PageUp and leave any building we enter. Pretty cool huh?

So now, let’s make what I actually intended to make in the first place, the Quick Travel list.

This is what this event needs to do:

  1. Check if the PageUp button is pressed, a simple conditional branch.
  2. Give the player the option of all the locations.
  3. Save the return coordinates.
  4. Transfer the player into the building they picked.

3 is where we have a problem. There is no easy fast way to do this one, unfortunately, so instead we’ll just have to set it up manually. I figured out the coordinates for each one, and set the coordinates into the variables manually. This is the event I ended up with:


And that is it. It works. As I’ve typed this, I’ve thought of three or four ways to handle small details of this in different ways. But this one, it works, and I can repeat it in other towns fairly easily.

And that is what you should look for: Does this work, and if I’m going to have to do this process again, is it easily repeatable?

Have any questions? Check out the demo! Still have questions, or maybe some advice? Join us in the comments below!



Previously made for RPG Maker VX Ace, the Futuristic Heroes & BGM Resource Pack has been one of our most popular packs.

Frontier Works is proud to present Futuristic Heroes & BGM MV — a new resource pack with material that has been re-mastered and redefined specifically for use in RPG Maker MV. Featuring the familiar characters in standard RPG Maker MV style, this new pack gives you the opportunity to bring more futuristic flair in your projects.


Already own the VX Ace version of Futureistic Heroes & BGM? Then receive 50% off on the MV version on the RPGMakerWeb Store or on Steam through September 12th!


Haven’t picked up the VX Ace pack? Then use the coupon code fm-mv10 to get 10% off the purchase through the RPGMakerWeb Store. (Offer ends August 20th)


Don’t delay, get this excellent pack from Frontier Works today! Head over to our store to learn more!


The long awaited RPG Maker MV version 1.3.0 is here! If you are using the Steam version, RPG Maker will automatically update to 1.3.0.

If you are using the standalone version, you will need to download the update HERE!

We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:

  1. Make a backup of your project(s).
  2. Make a backup of your Generator folder if you edited it.
  3. Create a new project or go to the NewData folder in your RPG Maker MV root folder. Copy the new js and index.html files (except plugins.js so it won’t overwrite your Plugin Manager Parameters) to your existing project(s)!

If done correctly, you should have this:


But now that that little warning is over, let’s talk about what is new!

Graphics library upgraded to pixi4

This update means faster rendering of WebGL tiles, fixes video memory leaks, and just generally improves MV’s canvas performance by a significant amount.

Simple Encryption!


You can now Encrypt your games, both images AND audio using a simple encryption built into the Engine!

Splash Screen Plugin!


Want a splash screen before your title screen showing off your studio name, or just a bit of a thank you to someone? We’ve added a plugin just for that. By default, this is on in all new projects.

Object Selector Options in Tool=>Options


Have an exceptionally long Item list in your game? Now you can switch your Object selector to an extended style, much better suited to a list of epic proportions.

Plus More!

  • Copy Event Editor content as either text or HTML
  • New Plugin: “ConfigureRootElement.js” to setup the DOM element of a game (dlc/KadokawaPlugins)
  • (optional) Additional Fantasy sample database (English: NewData_FantasyEN, Japanese: NewData_FantasyJP)

Have questions? Ask in the comments below, or in the announcement thread on our forums!


RPG Maker has been a part of my life for a very long time. Of course, a lot of you have seen me write about RPG Maker for several years now on our official blog. A few more of you might have known me before I was hired and I was running the old RPG Maker VX fan forums.

But almost none of you knew me (hi, mom(I don’t actually think my mom reads my posts… but maybe?)), back when I first started with RPG Maker.

The first RPG Maker I ever used.

The first RPG Maker I ever used.

The first time I used RPG Maker, somewhere around 17 to 18 years ago, I was a young teen.

And being a bit removed from being a young teen, I feel this gives me a great perspective on what learning RPG Maker can teach you to carry on further into life. I’m going to focus on the three things I think it helped me with the most, but this is definitely not the only things to be learned from the program.


One of the most obvious things I think I learned from RPG Maker is logic. Specifically, programming logic, but with computers being as ubiquitous to life as they are, that is a huge skill.

The Eventing in RPG Maker, with switches, variables, loops, conditional branches and all those things, is a great basis for just understanding how programs work.


Yes, I’m reusing an image from another article I’ve already written. Want to fight about it?

I remember many years later, while I was in college for Computer Science, one of my required courses was a Programming Concepts class, or as I called it, the flowchart class, and I suddenly realized: Everything in this class, I learned in RPG Maker.

I had learned, everything runs on Loops, what you have to store and how for a computer to remember things, and just the general processes involved in getting a computer from step 1 to step 300.


I’ve always been pretty good at Math, and interested in Math (I was a weird kid, I’ll admit), but game making in specific gave me a big leg up on a very specific type of math: Probability.

So much of balancing games comes from figuring out what are the chances of each thing you set up happening. How much damage will this attack do on average, and how much variance do you have based on hit percentage, and the chances of each of the enemies attack happening.

Video Games, powered by: Equations.

Video Games, powered by: Equations.

A lot of balance is just trial and error, but a lot of it comes back to probability. I can’t tell you how many times I’ve had a giant excel file open that calculates all my attack types, trying to figure out some little detail.

Creative Writing

Despite always having an interest in creative writing, I’ve probably learned more about writing from studying games and using RPG Maker than I have working on short stories or novels.

The thing it teaches that is so much different than freeform writing, is working within a medium. Some things work better for movie writing. Some things work better in novel writing. And some things work best in a game.


Harold is going to write a tell all book about his adventures and travelling companions!

Before I picked up RPG Maker, I only thought of writing in a prose story sense. I never stretched into a medium where I had to consider other things, like mechanics and the flow of the gameplay. The change in constraints has really made me grow creatively in my writing over the years. It has taught me new ways to approach writing, new ways to tell stories.

Why it works

The thing is, there are millions of ways to teach logic, math, creative writing, and the myriad of other things that you can learn from RPG Maker, like art, music, etc.

But what makes it work with RPG Maker is that it makes people, kids, teenagers, and adults alike, WANT to learn more about those subjects. They have an end goal that is exciting. They aren’t just learning for the sake of learning.

Instead, they are learning so that one day, they will have a game out there. Even if they just share it with friends, they will have accomplished something fun. There is a lot to learn using RPG Maker that will be of use no matter where you go in life. What have you learned from RPG Maker? Tell us in the comments below.


Guest Post by Molly from iD Tech

Education has come a long way since my K-12 days over a decade ago. When I roamed the beige-bricked walls of my secondary education, “computer” class was an elective—my best friend informed me he was going to be “Microsoft certified,” and I nodded along as though I had a clue what he was talking about. Certification, neat! Despite my lack of interest in certification, I was a computer enthusiast: I played online games and used Photoshop for my art.

I didn’t realize it at the time, but there was a lot going on in my quest to keep myself entertained: I was learning, and I was having fun doing it.


One of my favorite software to use is RPG Maker VX Ace—I fell in love with it several years ago—and I was hyped when RPG Maker MV was released. Unlike many game creation tools on the market, RPG Maker MV allows the user to jump right in and start creating with no art or programming skills required. It’s approachable, intuitive, and the best part? It’s got enough depth for an advanced user to make a great game.

Pretend you’re eleven: it’s Monday morning, your first day of camp. Your outfit is on point, and you’re excited for some tech awesomeness.


And maybe this is how you expect camp to go:


Of course, it’s not that simple. When designing a game, there are countless elements that go into it: story, visuals, game mechanics, character design, level design—the list goes on and on. The journey from idea to game usually looks a bit more like this:


Because of the complexity of game design, producing a game is rarely a straight and narrow path. With RPG Maker, a lot of mechanics are handled for the first time user, so the curriculum for Role-Playing Game Design with RPG Maker is tailored for the student to meet objectives beyond hunkering down to learn JavaScript.

Quick student engagement is what our curriculum is all about—remember, you’re 11. You don’t want to sit around and read, you want to create! Right from the start, students are jumping in the software to meet specific objectives—the first of which is to create an environment for their game.


Maps are made with tilesets, or small images that can be laid together to create an entire map. Grass, trees, cafe signs, buildings, rivers? RPG Maker has it! Students spend time Monday morning planning the player’s path through the game and evaluating how to use the environment to guide the player along; right from the start, students are utilizing their abundant creativity and critical thinking skills to cater the map towards a goal.

The core of games built in RPG Maker use events and switches, and here’s where the magic really happens. Think of an event as a container for all of the actions that happen in a game: dialogue, quests, puzzles, animations, the like. Switches add an extra degree of control to events, allowing you to have many paths for how the game plays out.


Events and switches are really the bread and butter of RPG Maker. Students will spend most of their time here to complete objectives, from creating a unique boss battle to writing and organizing events to doing ‘cinematic’ style cutscenes.

Let’s look at a student project in action. In a world where cats are disappearing, it’s up to one person to bring them back to their owners! But first—we need a companion. Someone strong. Someone cool. Someone who likes cats.


To add flavor to the story, we can get creative with switches. We can write our event so that the character will only join us if a condition is met.

What this event boils down to is a simple form of logic, one that’s used in programming: if I wear sweet new hat, then they join our party, else do nothing.

If I was going to program my game in Java, it would look like this:


The function above says, “If the player has a cool hat, then the second character joins the party.”

You can see this below in RPG Maker: a switch, “hasCoolHat” is turned on, and in the Contents, “Change Party Member” adds our second character.


image 6

Learning this logic early on is a great STEM skill (science, technology, engineering, and math). This logic can even make understanding more robust skills—like JavaScript—easier to achieve. Other programs that include this simplified approach towards programming are Scratch and Tynker, and just like those programs, we can go a lot more complex.

A switch has two options, ON or OFF. What if you wanted to have more? That’s where variables come in. A variable can have an infinite amount of options. This is another programming concept: a variable stores a value, which RPG Maker will call when the event is executed. The variable can keep track of gameplay: if you have a quest that needs to know how many cats have been rescued, this is where variables shine.


Math is one of many components of programming; in RPG Maker, character damage is determined by formulas like the one below:

a.atk * 4 – b.def  * 2

These formulas can be made up of different operators, +, -, *, /, %; these are, of course, also used in programming. Not only do students do a bit of simple math to determine how their abilities perform in gameplay, they’re learning bits and pieces of programming to put towards their STEM education.

Phew! That was pretty intense, and that’s not nearly all there is to RPG Maker—in fact, we’ve barely scratched the surface. Students can choose a variety of paths when working with RPG Maker. From skill and event creation heavily rooted in logic and math, to world-building and character design to explore their craziest (and coolest) ideas! And because RPG Maker is approachable and intuitive, they’ll learn some great 21st century skills—like problem-solving and innovation—that they can take with them to university and beyond.

The hardest part about RPG Maker, I think, is to stop creating with it. If 16-year-old me had this tool at her disposal, I can only imagine what kind of awesome worlds she would have created.



With this week’s releases, we want to focus on bringing new sounds to your game. We have two new packs to enhance the audio quality of your game, so let’s check them out!


Our first new sounds will bring your monsters to life. With Creature Features SFX, Joel Steudler brings you 235 sound effects covering growls, snarls, roars, attacks, and more!

A variety of monsters are included, from insectoids to aliens, from creatures of the deep to powerful land predators.


For our second new pack, Murray Atkinson delivers more excellent tunes with Epic Strings!

Epic Strings features 14 fantastic pieces built from the cello, violin, and harps to have a superb orchestral sound. This pack contains plenty of pieces for battle, exploration, horror, and many more situations.

Murray Atkinson and Joel Steudler continue to be the one-two punch of RPG Maker sounds. Make sure to check these packs out!


Manga Maker ComiPo! is the easy way for anyone to make comics, and it is about to become even better.

A major update is on the way, and we’re going to look at two cool new features in this preview.

If there has been one thing plaguing Manga Maker ComiPo! It was a lack of diversity. Well that lack is now gone. Now you can create your own Manga version of an Andy Warhol painting.


This update makes changing the skintone of your characters super duper easy. All you have to do is select the piece in your frame and open up the change skin color box. From there, you can quickly choose one of the presets, or really get into it and adjust the tone manually with RGB sliders.


With this new, easy to use tool, bringing the diversity of the world to your comic has never been easier!

And for the second new feature: ComiPo now includes a quick way to create animated GIFs and AVI files from the frames of your comic!


All you have to do is click File => Export to Movie and pick a few simple options!


And you have a GIF ready to go. You can also quick tweet GIFs out using the existing tweet feature.

This opens up a lot of creative freedom to make comics in ways that are unique to the digital medium.

This update is coming soon for existing owners of ComiPo! If you haven’t had the chance to check out ComiPo! this is as good of time as any to jump in. Learn more on Steam!





So one of the things  I told myself I would work on, is improving my skill with battle eventing. I’ve never really used it much, even though I’ve been using RPG Maker for longer than some of our users have been alive.

Battle events handle much like normal events, most of it is just basic logic.

For this tutorial, I am going to make an event in which if Harold is still alive, and all his other party members are dead at the end of a turn, he powers up, because all his friends are dead.


I really should have grabbed an emotion faceset, he looks surprisingly OK with it all.

You could use this same event for a transformation skill. Or maybe when everyone else is knocked out, it adds a skill that lets the character transform into a superhero now that no one will see them change (This was used by Red in SaGa Frontier). The basics of this event, though, can be used to learn how to do many other battle events. So let’s get started.

The first thing we need to do is make the State that will be applied to Harold. This is pretty simple. Just add a state, give it an icon, and add all the bonuses you want it to give. I’m going to have it increase all stats by 50% and give him 10% HP and MP regeneration.


I also set it to remove at the end of the battle. Don’t want him gaining permanent awesomeness from it happening one time.

The next thing we need, is a skill that Harold can use to put this state on himself.

A quick, very important note: DO NOT GIVE THIS SKILL TO HAROLD! This skill will instead be triggered by the battle event.


This skill is also pretty simple. Scope: the user, set an animation, Add State: All My Friends Are Dead. No costs. Certain Hit, and then write a use message.

After this, we just need our Battle Event. Battle Events are created in the Troops section. Each Troop has their own set of battle events. If you want something to happen in EVERY battle, you will either have to copy it across to every Battle Event, or use a Plugin like this one from Yanfly. I highly suggest the use of Yanfly’s scripts, though I will not be using it for this demo.

The first thing we need to do is change the trigger for the Battle event to “Turn End” this will have it run the event at the end of every single turn of combat.


The next thing I need to do, is start thinking: What all does this event need to check?

This event should have him use the skill if ALL of these conditions are true:

  1. Harold is in the Party
  2. Harold is NOT dead.
  3. Harold is NOT already under the effect of All My Friends Are Dead.
  4. There are other people in Harold’s Party.
  5. All of the other Party Members are Dead.

So, the first thing we need to do is make some Conditional Branches. We’ll need to use the else branch for some of these, to indicate that it only happens if it is NOT. Let’s set up for the first three conditions.


We’ll be working the rest of the event inside that Else Branch. With the nesting branches, all of this will only happen if Harold is not already under the effect, he is in the party, and he is alive.

The next thing to check is, how many people are in the party, and how many of them are KOed. We can do this very quickly. The first thing to do is to set a Party Size variable to the number of characters in the party. You can find this under “Other: Party Members’ in Variable Controls. The second is to create a variable that when it is equal to this number, the skill will go off.

Since we won’t be counting Harold (he needs to be alive), we’ll set the trigger variable to 1. Now, we can reference each party member and ask “Is he/she in the party, if so, is she dead, if so, Add 1 to the Trigger variable.”

Do this for all party members you have.


Now we just have to check and make sure that Harold isn’t alone, and if all the other party members are dead, by checking if Party Size > 1, and if Party Size == Dead Friends Trigger.

And for a final touch, add in a message and have it force Harold to use the skill (Random target is fine, as it chooses from only one valid target, the user)!


And that is everything. Now our Hero powers up when all his friends are dead. Want to learn more? Check out the demo for a closer look.

How have you used battle eventing? What tricks have you learned? Have any questions about the tutorial? Join us in the comments below.



Medieval Fantasy is great, but perhaps there are just a few too many fantasy games in the RPG genre? Feeling like you want to try something else?

Well, we have 3 new packs that will take you into the modern era, and beyond!


First up, we have the Sci-Fi Battlers 2 Pack by Michael Rookard! This pack adds 19 battlers matching the style of Rookard’s previous Sci-Fi Battler and Sci-Fi Battleback packs. Created in a brilliant painted style, these battlers will bring your world to life.

Buy all three packs, and get a large collection of Sci-Fi combat pieces to create your entire game!


And that Sci-Fi game is going to need some atmosphere, so bring it out with Joel Steudler’s Futuristic Atmospheres Vol 2! A sequel to Futuristic Atmospheres, this pack adds even more ambient music, drones, and soundscapes to complement your game.

Whether you need the background sounds of an alien landscape, a spaceship, or a quiet trip through hyperspace, this pack has it.


If one thing is overlooked in a lot of games, it is SFX. There is an entire background to our lives: doors, cars, cooking, birds, bugs, and more. And Joel Steudler is here to bring that to your game as well with the Modern Day SFX pack!

This pack contains 450 sound effects to bring your modern game to life formatted for RPG Maker VX Ace or MV.

With these three packs, you’ll be well on your way to bringing your game to the 21st Century, and beyond!


What is gameplay?

This is a question that, in general, kind of gets unspoken, but the answer to it informs a lot of design. To me, especially with turn based RPGs: Gameplay = Choices.

If the player doesn’t have choices to make, how to approach battle, what skills to use, how to explore the maps, how to build their characters, then that isn’t gameplay. It is just having a story told to you.

But let’s be honest, no one TRIES to make an RPG that lacks those. Everyone TRIES to make a game with interesting choices. But what happens, very often, either through mistake or design, are choices are limited by their practicality in game, rather than there literally being no choices.

False Choice

Not a real choice. I mean, seriously, who wouldn’t pick the banana?

In the choices you present to your characters, work your best to make them viable. If you are giving a choice and it isn’t viable, either through combination with other choices, or on its own, then it probably wasn’t really a choice.

Think for a moment, if there is one skill that is much much better than all others, and doesn’t have a significant cost, why would anyone use anything else? And if they aren’t using anything else, where is the choice?

For an example of a professional series of games that suffers from a lack of choice in one aspect, let’s look at:

The Dragon Quest Series

First, let me say that I am a huge fan of the Dragon Quest series, and think Dragon Quest IX was probably the best game on the Nintendo DS. Unfortunately, the series has really been known to create nonchoices around one, very specific family of enemies.

Want to level up some? It is time to go Metal Hunting. In most Dragon Quest games, there is almost no other viable way to level quickly. So if you are going after XP, this is your option.

Dragon Quest is a property of Square Enix

Dragon Quest is a property of Square Enix

Get used to those chubby adorable faces.

And Dragon Quest IX, despite my love for the game, brought it to a head. With visible enemies you could dodge, it was easy to fight almost nothing but groups with metal slimes or their family. And if you were lucky enough to get the right extra dungeon maps, you could end up with an entire floor with nothing but King Metal Slimes.

Leveling in any other way makes no sense. It isn’t a choice.

But it is easy to see how stuff like this would happen. For instance, with Dragon Quest Metal Slimes, it was meant to be a “hey you hunted and found one, congrats for killing it.” But as it got easier to kill them with specialized skills, and easier to hunt for them, the reward was bigger than the work to do it.

Or with a skill you have to work really hard to get, you want it to be powerful. But if it completely overshadows everything and is the only thing useful, people will rush for that skill and ignore any other “powerful” skills you made.

Always be wary of anything that is powerful in your game, or gives a huge reward in materials or experience. If you aren’t careful, the players will only end up doing those things, and your game, even with tons of “variety” instead ends up with one or two real choices.

Can you think of an accidental non-choice you made in your games? Can you think of any professional games that build non-choice into them? Do you have opinions on non-choices? Join us in the comments below.